Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Multiple Dungeons System
Multiple Dungeons System
Jun 14 2016, 1:13 pm
By: QPreach  

Jun 14 2016, 1:13 pm QPreach Post #1



Hi! I'm trying to make a game where players can party up and go to one dungeon and, at the same time, a different party can go to another different dungeon as well.

I was thinking of using a Waiting System, where a player that goes to the waiting location will trigger a [death counter] timer so that, when it is done, any amount of players that entered the said location will be moved to the dungeon location.

My idea is that the first player begins the [waiting] trigger while the later players can piggyback on said player's move action.

However, when I run the game, it didn't work; the player is stuck at the [waiting] location.

Here are my triggers:
//-----------------------------------------------------------------//

Trigger("Player 1","Player 2","Player 3","Player 4","Force 1"){
Conditions:
Deaths("Current Player", "Cocoon", At least, 1);

Actions:
Comment(" ");
Set Deaths("Current Player", "Cocoon", Subtract, 1);
}

//-----------------------------------------------------------------//

Trigger("Player 1","Player 2","Player 3","Player 4","Force 1"){
Conditions:
Bring("Current Player", "Men", "Dungeon 1 Entrance", At least, 1);
Deaths("Current Player", "Cocoon", Exactly, 0);
Deaths("Current Player", "Unused type 1", Exactly, 0);

Actions:
Comment(" ");
Preserve Trigger();
Move Unit("Current Player", "Men", All, "Dungeon 1 Entrance", "Dungeon 1 Party Finder");
Set Deaths("Current Player", "Cocoon", Set To, 37);
Set Deaths("Current Player", "Unused type 1", Set To, 1);
}

//-----------------------------------------------------------------//

Trigger("Player 1","Player 2","Player 3","Player 4","Force 1"){
Conditions:
Bring("Current Player", "Men", "Dungeon 1 Party Finder", At least, 1);
Deaths("Current Player", "Cocoon", Exactly, 1);

Actions:
Comment(" ");
Preserve Trigger();
Move Unit("Current Player", "Men", All, "Dungeon 1 Party Finder", "Dungeon 1");
Move Unit("Force 1", "Men", All, "Dungeon 1 Party Finder", "Dungeon 1");
}

//-----------------------------------------------------------------//

Trigger("Player 1","Player 2","Player 3","Player 4","Force 1"){
Conditions:
Bring("Current Player", "Men", "Dungeon 1 Entrance", At least, 1);
Bring("Force 1", "Men", "Dungeon 1 Party Finder", At least, 1);

Actions:
Comment(" ");
Preserve Trigger();
Move Unit("Current Player", "Men", All, "Dungeon 1 Entrance", "Dungeon 1 Party Finder");
Set Deaths("Current Player", "Unused type 1", Set To, 1);
}

//-----------------------------------------------------------------//


(oh, and hyper trigger is on)

Thanks!



None.

Jun 14 2016, 1:18 pm Roy Post #2

An artist's depiction of an Extended Unit Death

Your first trigger decrementing your Cocoon death counter is not preserved.




Jun 14 2016, 1:19 pm QPreach Post #3



Zzz... Well, that was embarrassing. Thank you for your swift response!

Btw, a follow up question: If I want [Force 1] to do something, I would need to check it in the Players section, right?



None.

Jun 14 2016, 2:32 pm Dem0n Post #4

ᕕ( ᐛ )ᕗ

Checking Force 1 is the same as checking all players in Force 1. So if players 1-4 were in force 1, you could just check Players 1, 2, 3, and 4, and it would have the same effect.




Jun 14 2016, 7:14 pm Roy Post #5

An artist's depiction of an Extended Unit Death

More broadly, the owner of a trigger only matters for the context of "Current Player" in conditions and actions (Display Text Message, Victory, Defeat, Play Wav, etc.). You could have a trigger owned by Player 1 that issues orders to units owned by Player 2, for example.

Assuming Player 1 is in Force 1, if you mark a trigger as owned by Player 1, Force 1, and All Players, then Player 1 will run that trigger three times per trigger cycle. Pretend that Forces/All Players just create individual triggers for each player belonging to that group, and that's effectively how it works.




Jun 15 2016, 9:14 am QPreach Post #6



Hi. I have another question regarding the Multiple Dungeon System. I was thinking that if there are 6 total players, then that means 6 total dungeons can be run simultaneously. I intend to create a lot more dungeons than 6.

What I am doing is using [Current Player] death counter for my dungeons. This means that the mob that spawns depends on the amount of players in the dungeon. I want my dungeon to spawn a flat amount of mobs because each dungeon is designated for a certain difficulty.

How do I use certain death counters to make sure that multiple dungeons are running simultaneously while spawning a fixed amount of mobs?

Thanks!



None.

Jun 15 2016, 6:26 pm NudeRaider Post #7

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Either remove all units in the dungeon before you spawn them when a player enters (works only when players can't enter anymore when the first player in is already exploring)
Or you gotta split up the move to dungeon and populate dungeon triggers. For example have a trigger for current player teleport and set the death counters (dcs) and have a trigger for the computer enemy that checks for said dcs of "player force" and populates the dungeon accordingly. (non-preserved)




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